Systems and methods for providing user information to game console

ABSTRACT

Gamer friend devices can be detected by a gaming console and the gaming console user can be prompted to add the friend devices to a friend list, which automatically logs the friends on to the console without requiring them to manually log in. The gaming console may also be automatically configured with profile information of the friends.

FIELD

The application relates generally to systems and methods for providinguser information to a game console.

BACKGROUND

Often times, a first gamer will go to the residence of a second gamer toplay video games on the second gamer's console. As recognized herein, itis sometimes advantageous to access settings and information for thefirst gamer using the second gamer's console while the first gamer playsgames with the second gamer on the second gamer's console. However, asalso recognized herein, the first gamer may sometimes have difficultyremembering information that is to be input to the second gamer'sconsole to access the settings and information for the first gamer.

SUMMARY

Accordingly, a device includes a computer memory with instructionsexecutable by a processor to receive data from a gaming console over acomputer network from a friend device of a first gamer associated withfirst gamer profile information. The instructions are executable topresent a selector on a display that is selectable to add the firstgamer to a gamer friends list. Responsive to selection to add the firstgamer to the gamer friends list, automatically and without requiring thefirst gamer to manually log on to the gaming console, the gaming consoleis configured using information in the first gamer profile information.

In another aspect, a gaming console includes a processor and a computermemory with instructions executable by the processor to receive dataover a computer network from a first device of a first gamer associatedwith first gamer profile information. The instructions are executable topresent a selector on a display that is selectable to add the firstgamer to a gamer friends list. Responsive to selection to add the firstgamer to the gamer friends list, automatically and without requiring thefirst gamer to manually log on to the gaming console, the gaming consoleis configured using information in the first gamer profile information.

In another aspect, a method includes, at a gaming console, receivingdata over a computer network from a first device of at least a firstgamer associated with first gamer profile information. The methodincludes presenting a selector on a display that is selectable to addthe first gamer to a gamer friends list, and responsive to selection toadd the first gamer to the gamer friends list, automatically and withoutrequiring the first gamer to manually log on to the gaming console,configuring the gaming console at least in part using information in thefirst gamer profile information.

In another aspect, a first device includes at least one computerreadable storage medium that is not a transitory signal and thatcomprises instructions executable by at least one processor. Theinstructions are executable by the processor to communicate with agaming console over a local area network (LAN) to provide gaming profileinformation to the gaming console.

In some embodiments, the instructions may be executable by the at leastone processor to connect to the LAN and execute an application tocommunicate with the gaming console over the LAN to provide the gamingprofile information to the gaming console. The application may beassociated with a manufacturer of the gaming console.

The instructions may be executable by the at least one processor toexecute the application to communicate with the gaming consoleresponsive to connection to the LAN and/or responsive to receipt of asignal from a transmitter controlled by the gaming console.Additionally, in some embodiments the instructions may be executable bythe at least one processor to execute the application to identify datapertaining to one or more users with devices also connected to the LANand to present information associated with the one or more users on thedisplay based on identification of data pertaining to the one or moreusers. The instructions may even be executable by the at least oneprocessor to present at least one selector on the display that isselectable to add the one or more users to a gaming friends list.

Still further, in some examples the gaming profile information maycomprise a gaming profile identifier and/or a gaming profile password.The gaming profile information may be usable to access gaming profiledata stored remotely from the first device and the gaming console. Stillfurther, the LAN may be a password-protected Wi-Fi network, and thefirst device may authenticate itself to the password-protected Wi-Finetwork using another password to communicate with the gaming console.

In another aspect, a gaming console includes at least one processor andat least one computer readable storage medium that is not a transitorysignal. The at least one computer readable storage medium comprisesinstructions executable by at least one processor to connect to a localarea network (LAN) and receive, via the LAN, gamer information from afirst device and associated with a first user.

In still another aspect, a method includes connecting to a Wi-Fi networkand communicating with a gaming console over the Wi-Fi network toprovide user information to the gaming console.

The details of the present application, both as to its structure andoperation, can best be understood in reference to the accompanyingdrawings, in which like reference numerals refer to like parts, and inwhich:

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of an example system in accordance withpresent principles;

FIGS. 2-4 are flow charts of example algorithms in accordance withpresent principles; and

FIGS. 5-7 are example user interfaces (UIs) in accordance with presentprinciples.

DETAILED DESCRIPTION

This disclosure relates generally to computer ecosystems includingaspects of consumer electronics (CE) device networks such as but notlimited to computer game networks. A system herein may include serverand client components, connected over a network such that data may beexchanged between the client and server components. The clientcomponents may include one or more computing devices including gameconsoles such as Sony PlayStation® or a game console made by Microsoftor Nintendo or other manufacturer, virtual reality (VR) headsets,augmented reality (AR) headsets, portable televisions (e.g. smart TVs,Internet-enabled TVs), portable computers such as laptops and tabletcomputers, and other mobile devices including smart phones andadditional examples discussed below. These client devices may operatewith a variety of operating environments. For example, some of theclient computers may employ, as examples, Linux operating systems,operating systems from Microsoft, or a Unix operating system, oroperating systems produced by Apple Computer or Google. These operatingenvironments may be used to execute one or more browsing programs, suchas a browser made by Microsoft or Google or Mozilla or other browserprogram that can access websites hosted by the Internet serversdiscussed below. Also, an operating environment according to presentprinciples may be used to execute one or more computer game programs.

Servers and/or gateways may include one or more processors executinginstructions that configure the servers to receive and transmit dataover a network such as the Internet. Or, a client and server can beconnected over a local intranet or a virtual private network. A serveror controller may be instantiated by a game console such as a SonyPlayStation®, a personal computer, etc.

Information may be exchanged over a network between the clients andservers. To this end and for security, servers and/or clients caninclude firewalls, load balancers, temporary storages, and proxies, andother network infrastructure for reliability and security. One or moreservers may form an apparatus that implement methods of providing asecure community such as an online social website to network members.

As used herein, instructions refer to computer-implemented steps forprocessing information in the system. Instructions can be implemented insoftware, firmware or hardware and include any type of programmed stepundertaken by components of the system.

A processor may be any conventional general purpose single- ormulti-chip processor that can execute logic by means of various linessuch as address lines, data lines, and control lines and registers andshift registers.

Software modules described by way of the flow charts and user interfacesherein can include various sub-routines, procedures, etc. Withoutlimiting the disclosure, logic stated to be executed by a particularmodule can be redistributed to other software modules and/or combinedtogether in a single module and/or made available in a shareablelibrary.

Present principles described herein can be implemented as hardware,software, firmware, or combinations thereof; hence, illustrativecomponents, blocks, modules, circuits, and steps are set forth in termsof their functionality.

Further to what has been alluded to above, logical blocks, modules, andcircuits described below can be implemented or performed with a generalpurpose processor, a digital signal processor (DSP), a fieldprogrammable gate array (FPGA) or other programmable logic device suchas an application specific integrated circuit (ASIC), discrete gate ortransistor logic, discrete hardware components, or any combinationthereof designed to perform the functions described herein. A processorcan be implemented by a controller or state machine or a combination ofcomputing devices.

The functions and methods described below, when implemented in software,can be written in an appropriate language such as but not limited toJava, C # or C++, and can be stored on or transmitted through acomputer-readable storage medium such as a random access memory (RAM),read-only memory (ROM), electrically erasable programmable read-onlymemory (EEPROM), compact disk read-only memory (CD-ROM) or other opticaldisk storage such as digital versatile disc (DVD), magnetic disk storageor other magnetic storage devices including removable thumb drives, etc.A connection may establish a computer-readable medium. Such connectionscan include, as examples, hard-wired cables including fiber optics andcoaxial wires and digital subscriber line (DSL) and twisted pair wires.Such connections may include wireless communication connectionsincluding infrared and radio.

Components included in one embodiment can be used in other embodimentsin any appropriate combination. For example, any of the variouscomponents described herein and/or depicted in the Figures may becombined, interchanged or excluded from other embodiments.

“A system having at least one of A, B, and C” (likewise “a system havingat least one of A, B, or C” and “a system having at least one of A, B,C”) includes systems that have A alone, B alone, C alone, A and Btogether, A and C together, B and C together, and/or A, B, and Ctogether, etc.

Now specifically referring to FIG. 1, an example system 10 is shown,which may include one or more of the example devices mentioned above anddescribed further below in accordance with present principles. The firstof the example devices included in the system 10 is a consumerelectronics (CE) device such as an audio video device (AVD) 12 such asbut not limited to an Internet-enabled TV with a TV tuner (equivalently,set top box controlling a TV). However, the AVD 12 alternatively may bean appliance or household item, e.g. computerized Internet enabledrefrigerator, washer, or dryer. The AVD 12 alternatively may also be acomputerized Internet enabled (“smart”) telephone, a tablet computer, anotebook computer, a wearable computerized device such as e.g.computerized Internet-enabled watch, a computerized Internet-enabledbracelet, other computerized Internet-enabled devices, a computerizedInternet-enabled music player, computerized Internet-enabled headphones, a computerized Internet-enabled implantable device such as animplantable skin device, etc. Regardless, it is to be understood thatthe AVD 12 is configured to undertake present principles (e.g.communicate with other CE devices to undertake present principles,execute the logic described herein, and perform any other functionsand/or operations described herein).

Accordingly, to undertake such principles the AVD 12 can be establishedby some or all of the components shown in FIG. 1. For example, the AVD12 can include one or more displays 14 that may be implemented by a highdefinition or ultra-high definition “4K” or higher flat screen and thatmay be touch-enabled for receiving user input signals via touches on thedisplay. The AVD 12 may include one or more speakers 16 for outputtingaudio in accordance with present principles, and at least one additionalinput device 18 such as e.g. an audio receiver/microphone for e.g.entering audible commands to the AVD 12 to control the AVD 12. Theexample AVD 12 may also include one or more network interfaces 20 forcommunication over at least one network 22 such as the Internet, an WAN,an LAN, etc. under control of one or more processors 24. Thus, theinterface 20 may be, without limitation, a Wi-Fi transceiver, which isan example of a wireless computer network interface, such as but notlimited to a mesh network transceiver. It is to be understood that theprocessor 24 controls the AVD 12 to undertake present principles,including the other elements of the AVD 12 described herein such as e.g.controlling the display 14 to present images thereon and receiving inputtherefrom. Furthermore, note the network interface 20 may be, e.g., awired or wireless modem or router, or other appropriate interface suchas, e.g., a wireless telephony transceiver, or Wi-Fi transceiver asmentioned above, etc.

In addition to the foregoing, the AVD 12 may also include one or moreinput ports 26 such as, e.g., a high definition multimedia interface(HDMI) port or a USB port to physically connect (e.g. using a wiredconnection) to another CE device and/or a headphone port to connectheadphones to the AVD 12 for presentation of audio from the AVD 12 to auser through the headphones. For example, the input port 26 may beconnected via wire or wirelessly to a cable or satellite source 26 a ofaudio video content. Thus, the source 26 a may be, e.g., a separate orintegrated set top box, or a satellite receiver. Or, the source 26 a maybe a game console or disk player containing content that might beregarded by a user as a favorite for channel assignation purposesdescribed further below. The source 26 a when implemented as a gameconsole may include some or all of the components described below inrelation to the CE device 44.

The AVD 12 may further include one or more computer memories 28 such asdisk-based or solid state storage that are not transitory signals, insome cases embodied in the chassis of the AVD as standalone devices oras a personal video recording device (PVR) or video disk player eitherinternal or external to the chassis of the AVD for playing back AVprograms or as removable memory media. Also in some embodiments, the AVD12 can include a position or location receiver such as but not limitedto a cellphone receiver, GPS receiver and/or altimeter 30 that isconfigured to e.g. receive geographic position information from at leastone satellite or cellphone tower and provide the information to theprocessor 24 and/or determine an altitude at which the AVD 12 isdisposed in conjunction with the processor 24. However, it is to beunderstood that that another suitable position receiver other than acellphone receiver, GPS receiver and/or altimeter may be used inaccordance with present principles to e.g. determine the location of theAVD 12 in e.g. all three dimensions.

Continuing the description of the AVD 12, in some embodiments the AVD 12may include one or more cameras 32 that may be, e.g., a thermal imagingcamera, a digital camera such as a webcam, and/or a camera integratedinto the AVD 12 and controllable by the processor 24 to gatherpictures/images and/or video in accordance with present principles. Alsoincluded on the AVD 12 may be a Bluetooth transceiver 34 and other NearField Communication (NFC) element 36 for communication with otherdevices using Bluetooth and/or NFC technology, respectively. An exampleNFC element can be a radio frequency identification (RFID) element.

Further still, the AVD 12 may include one or more auxiliary sensors 37(e.g., a motion sensor such as an accelerometer, gyroscope, cyclometer,or a magnetic sensor, an infrared (IR) sensor, an optical sensor, aspeed and/or cadence sensor, a gesture sensor (e.g. for sensing gesturecommand), etc.) providing input to the processor 24. The AVD 12 mayinclude an over-the-air TV broadcast port 38 for receiving OTH TVbroadcasts providing input to the processor 24. In addition to theforegoing, it is noted that the AVD 12 may also include an infrared (IR)transmitter and/or IR receiver and/or IR transceiver 42 such as an IRdata association (IRDA) device. A battery (not shown) may be providedfor powering the AVD 12.

Still referring to FIG. 1, in addition to the AVD 12, the system 10 mayinclude one or more other CE device types. In one example, a first CEdevice 44 may be used to send computer game audio and video to the AVD12 via commands sent directly to the AVD 12 and/or through thebelow-described server while a second CE device 46 may include similarcomponents as the first CE device 44. In the example shown, the secondCE device 46 may be configured as a VR headset worn by a player 47 asshown. In the example shown, only two CE devices 44, 46 are shown, itbeing understood that fewer or greater devices may be used. For example,principles below discuss multiple players 47 with respective headsetscommunicating with each other during play of a computer game sourced bya game console to one or more AVDs 12.

In the example shown, to illustrate present principles all three devices12, 44, 46 are assumed to be members of an entertainment network in,e.g., a home, or at least to be present in proximity to each other in alocation such as a house. However, present principles are not limited toa particular location, illustrated by dashed lines 48, unless explicitlyclaimed otherwise.

The example non-limiting first CE device 44 may be established by anyone of the above-mentioned devices, for example, a portable wirelesslaptop computer or notebook computer or gaming computer (also referredto as “console”), and accordingly may have one or more of the componentsdescribed below. The first CE device 44 may be a remote control (RC)for, e.g., issuing AV play and pause commands to the AVD 12, or it maybe a more sophisticated device such as a tablet computer, a gamecontroller communicating via wired or wireless link with the AVD 12, apersonal computer, a VR headset, a wireless telephone, etc.

Accordingly, the first CE device 44 may include one or more displays 50that may be touch-enabled for receiving user input signals via toucheson the display. The first CE device 44 may include one or more speakers52 for outputting audio in accordance with present principles, and atleast one additional input device 54 such as e.g. an audioreceiver/microphone for e.g. entering audible commands to the first CEdevice 44 to control the device 44. The example first CE device 44 mayalso include one or more network interfaces 56 for communication overthe network 22 under control of one or more CE device processors 58.Thus, the interface 56 may be, without limitation, a Wi-Fi transceiver,which is an example of a wireless computer network interface, includingmesh network interfaces. It is to be understood that the processor 58controls the first CE device 44 to undertake present principles,including the other elements of the first CE device 44 described hereinsuch as e.g. controlling the display 50 to present images thereon andreceiving input therefrom. Furthermore, note the network interface 56may be, e.g., a wired or wireless modem or router, or other appropriateinterface such as, e.g., a wireless telephony transceiver, or Wi-Fitransceiver as mentioned above, etc.

In addition to the foregoing, the first CE device 44 may also includeone or more input ports 60 such as, e.g., a HDMI port or a USB port tophysically connect (e.g. using a wired connection) to another CE deviceand/or a headphone port to connect headphones to the first CE device 44for presentation of audio from the first CE device 44 to a user throughthe headphones. The first CE device 44 may further include one or moretangible computer readable storage medium 62 such as disk-based or solidstate storage. Also in some embodiments, the first CE device 44 caninclude a position or location receiver such as but not limited to acellphone and/or GPS receiver and/or altimeter 64 that is configured toe.g. receive geographic position information from at least one satelliteand/or cell tower, using triangulation, and provide the information tothe CE device processor 58 and/or determine an altitude at which thefirst CE device 44 is disposed in conjunction with the CE deviceprocessor 58. However, it is to be understood that that another suitableposition receiver other than a cellphone and/or GPS receiver and/oraltimeter may be used in accordance with present principles to e.g.determine the location of the first CE device 44 in e.g. all threedimensions.

Continuing the description of the first CE device 44, in someembodiments the first CE device 44 may include one or more cameras 66that may be, e.g., a thermal imaging camera, a digital camera such as awebcam, and/or a camera integrated into the first CE device 44 andcontrollable by the CE device processor 58 to gather pictures/imagesand/or video in accordance with present principles. Also included on thefirst CE device 44 may be a Bluetooth transceiver 68 and other NearField Communication (NFC) element 70 for communication with otherdevices using Bluetooth and/or NFC technology, respectively. An exampleNFC element can be a radio frequency identification (RFID) element.

Further still, the first CE device 44 may include one or more auxiliarysensors 72 (e.g., a motion sensor such as an accelerometer, gyroscope,cyclometer, or a magnetic sensor, an infrared (IR) sensor, an opticalsensor, a speed and/or cadence sensor, a gesture sensor (e.g. forsensing gesture command), a pressure sensor, etc.) providing input tothe CE device processor 58. The first CE device 44 may include stillother sensors such as e.g. one or more climate sensors 74 (e.g.barometers, humidity sensors, wind sensors, light sensors, temperaturesensors, etc.) and/or one or more biometric sensors 76 providing inputto the CE device processor 58. In addition to the foregoing, it is notedthat in some embodiments the first CE device 44 may also include aninfrared (IR) transmitter and/or IR receiver and/or IR transceiver 78such as an IR data association (IRDA) device. A battery (not shown) maybe provided for powering the first CE device 44. The CE device 44 maycommunicate with the AVD 12 through any of the above-describedcommunication modes and related components.

The second CE device 46 may include some or all of the components shownfor the CE device 44. Either one or both CE devices may be powered byone or more batteries.

Now in reference to the afore-mentioned at least one server 80, itincludes at least one server processor 82, at least one tangiblecomputer readable storage medium 84 such as disk-based or solid statestorage, and at least one network interface 86 that, under control ofthe server processor 82, allows for communication with the other devicesof FIG. 1 over the network 22, and indeed may facilitate communicationbetween servers and client devices in accordance with presentprinciples. Note that the network interface 86 may be, e.g., a wired orwireless modem or router, Wi-Fi transceiver, or other appropriateinterface such as, e.g., a wireless telephony transceiver.

Accordingly, in some embodiments the server 80 may be an Internet serveror an entire server “farm”, and may include and perform “cloud”functions such that the devices of the system 10 may access a “cloud”environment via the server 80 in example embodiments for, e.g., networkgaming applications. Or, the server 80 may be implemented by one or moregame consoles or other computers in the same room as the other devicesshown in FIG. 1 or nearby.

The methods herein may be implemented as software instructions executedby a processor, suitably configured application specific integratedcircuits (ASIC) or field programmable gate array (FPGA) modules, or anyother convenient manner as would be appreciated by those skilled inthose art. Where employed, the software instructions may be embodied ina non-transitory device such as a CD ROM or Flash drive. The softwarecode instructions may alternatively be embodied in a transitoryarrangement such as a radio or optical signal, or via a download overthe internet.

FIG. 2 shows logic that may be implemented by the processor of a firstuser's smart device (referred to below as a “first device”) for thefirst device to be used for login or registration to a gaming console,gaming network, gaming server, etc. and for finding potential gamingfriends in accordance with present principles. Commencing at block 200,the logic may detect a local area network (LAN), such as apassword-protected Wi-Fi network of a personal residence. Also at block200, the logic may prompt the first user for input to connect to theWi-Fi network. At block 202 the logic may then receive input to connectto the Wi-Fi network, which in some embodiments may include receipt of anetwork identification (ID) and/or network password as well as a commandto connect to the Wi-Fi network.

From block 202 the logic may then move to block 204 where the logic maycommunicate with another device providing access to the Wi-Fi network,such as a Wi-Fi router, to authenticate the first device and/or networkID and thus establish a connection of the first device to the Wi-Finetwork. Thereafter the logic may proceed to block 206 where, in someembodiments, the logic may receive a presence signal from a video gameconsole that indicates the presence or existence of the video gameconsole one or both of based on receipt of the signal itself and/orbased on the signal being transmitted over the Wi-Fi network to whichthe first device is also now connected. Thus, in some examples thepresence signal may be transmitted from the game console to the firstdevice over the Wi-Fi network, while in other embodiments the presencesignal may be transmitted through another mode of communication such asa Bluetooth communication. For example, a Bluetooth beacon signal may bereceived via a Bluetooth communication element on the first device, withthe beacon signal being transmitted from a Bluetooth beacon/transmitteron the game console or otherwise under the control of the game console.

The logic may then proceed to block 208 where the logic may launchand/or execute an application to communicate with the game console, suchas one associated with and provided by a manufacturer of the gameconsole. In example embodiments, the application may be launched and/orexecuted at block 208 responsive to receipt of the signal at block 206,responsive to authentication and/or connection to the Wi-Fi network atblock 204, responsive to receipt of a command from the first user tolaunch and/or execute the application, etc. That is, at block 208, theapplication may already be running in the background, in which case theuser doesn't need to run anything in their cellphone and their user willbe registered in the game console the moment they connect to the localarea network. However, if the application is not running, the user willneed to initiate the application.

After block 208 the logic moves to block 210, where the logic maytransmit user information and/or gaming profile information for thefirst user to the game console over the Wi-Fi network. The informationmay include a user ID and/or password for accessing services and userprofile information hosted and stored remotely from the first deviceand/or game console by a manufacturer of the game console or anotherentity. The user ID and password that are transmitted may be pre-storedat the first device based on the first user previously inputting it at aprevious time. Furthermore, in example embodiments the user and/orgaming profile information may be different from the informationreceived at block 202 and instead be associated with a gaming profile ofthe first user that is associated with a particular gaming platform,such as Sony Playstation™.

The logic may transmit the user and/or gaming profile information atblock 210 automatically without additional user input beyond theinformation to connect to the Wi-Fi network itself as received at block202 and/or beyond input to launch the application at block 208. Forinstance, the information may be transmitted automatically responsive toreceipt of the signal at block 206 or responsive to a determination thata game console is also communicating over the Wi-Fi network as may bedetermined based on signals sent from the game console over the Wi-Finetwork.

The logic of FIG. 2 may next move from block 210 to block 212, where thelogic may continue to execute the application launched at block 208 toidentify other users and/or devices communicating over the Wi-Finetwork. In some examples, the other users/devices may be identifiedbased on presence signals transmitted by the respective other devicesover the Wi-Fi network. The other users/devices may also be identifiedbased on other information transmitted by the other devices to the firstdevice over the Wi-Fi network, such as information pertaining to use ofapplications similar or complimentary to the application executed at thefirst device at block 208 that are being concurrently executed by theother devices. Still further, the other users/devices may be identifiedbased on information received from the other devices indicative of theother users being associated with the same gaming platform and/or usingthe same game console brand or type as the first user (e.g., SonyPlaystation™), or still other information.

Responsive to identification of one or more other users/devices at block212, at block 214 the logic may continue to execute the applicationlaunched at block 208 to now present information on a display pertainingto the other users/devices. The information may comprise data related tothe other users/devices, including profile names, user names, useravatars, mutual friends of both the first user and the other user(s),favorite or most-frequently played games, etc. An example of suchinformation will be described below in reference to FIG. 5.

The logic of FIG. 2 may next move from block 214 to decision diamond216, where the logic may determine whether user input has been receivedto add one or more of the other users as friends of the first user forthe purposes of gaming using respective user profiles and/or IDs, forcommunicating with the other users through a particular gaming platformor communication channel, etc. A negative determination at diamond 216may cause the logic to move to block 218 where it may end, while anaffirmative determination at diamond 216 may instead cause the logic tomove to block 220 where other users are added as friends for which inputhas been received to add those other users as friends. Adding as friendsmay include adding the other user(s) to the first user's gaming friend'slist, downloading information at the first device or the first user'sgame console (that may be different from the console referenced aboveat, e.g., block 206) related to the other users, etc.

FIG. 3 shows logic that may be executed by a game console in accordancewith present principles. Beginning at block 300, the logic mayauthenticate and connect the game console to a LAN such as thepassword-protected Wi-Fi network described above in reference to FIG. 2.Also at block 300, the logic may begin transmitting presence and/orbeacon signals for detection by other devices, and/or may otherwisebegin communicating with other devices also connected to the Wi-Finetwork. The logic may then proceed to block 302 where the logic mayreceive user and/or gaming profile information over a Wi-Fi network froma device, such as the user/gaming profile information from the firstdevice described above.

Thereafter, in some examples the logic may proceed to block 304 wherethe logic may also identify a user, such as the first user describedabove, and associated login or registration data for the user based oninformation other than that received at block 302, such as based onfingerprint or voice input provided by or sensed from the user. The usermay also be identified based on images of the user gathered by a cameraon the game console or received from another device imaging the user'sface. Still other types of biometric identification may be used toidentify the user, such as retina identification.

In some embodiments, biometric identification may be performed bycomparing the received input to reference data and/or a referencetemplate, and then determining whether the received input matches thereference data/template. Responsive to a match, a user identifierassociated with the matched reference data may be identified to thusidentify the user. Once the user has been identified, the user'sidentity may be used to access a secure cloud storage area, forinstance, where user and/or gaming profile information such as a user IDand password may be accessed.

Then at block 306, the logic of FIG. 3 may log the first user in to thegame console executing the logic of FIG. 3, to a game network such asone established and maintained by a manufacturer of the game console,and/or to a game server such as one hosting the game network orotherwise providing access to user/profile information associated withthe first user, etc. Block 306 may have been arrived at responsive toreceipt of the gaming and/or profile information at block 302 and/orresponsive to identifying the first user and associated login data basedon biometric input received at block 304.

The logic may then move to block 308, where the logic may access theuser/profile information responsive to successful log in of the firstuser at block 306. The user/profile information may be accessed fromstorage housed locally at the game console or may be accessed remotelyvia the game network and/or game server.

The logic of FIG. 3 may then proceed to block 310 where the logic mayallow the first user to play video games through the game console usingthe first user's profile as identified from the user/profile informationaccessed at block 308. The logic may do so indefinitely, for a thresholdperiod of time from login or access to the user/profile information, foras long as the first device is connected to the Wi-Fi network, etc.

Also at block 310, the logic may output other content based on theuser/profile information identified at block 308. The content mayinclude a customized home screen for the game console that is tailoredto the first user (such as based on user input and preferences). Thecontent may also include customized electronic store preferences forpurchasing items determined to be of interest to the first user (such asbased on user preference data) from an electronic store, where theelectronic store may be associated with games playable on the gameconsole and/or associated with the manufacturer of the game consoleitself. Still further, the content may include electronic data for amovie Internet streaming account associated with the first user such asuser preferences for the account and a list of most-recently watcheditems. The content may also include information related to stored datafor one or more games that the first user has played in the past using agame console of the same type as the one that executes the logic of FIG.3, such as information related to a highest level completed for aparticular game or information related to a status or progress of playfor the particular game. The content that is presented may include stillother information, such as profile information for the first user like agamer ID, gamer avatar, list of the first user's gamer friends,interests of the first user, etc.

The logic of FIG. 3 next moves to block 312 where the logic may identifyone or more potential friends to recommend to the first user and outputdata related thereto, such as on the display accessible to the gameconsole. The logic may identify the one or more potential friends basedon identification of other devices (respectively associated with theother users) that are communicating over the Wi-Fi network using theirown versions of the application launched by the first device at block208. In some embodiments, the other devices and hence users that areidentified based on communication over the Wi-Fi network may even becompared against a list of the first user's current friends (such as mayhave been identified at block 308) so that only identified users notalready on the list may be identified as potential friends.

Still other ways to identify potential friends may also be used inaccordance with present principles, such as based on other users beinglogged in to or otherwise associated with the game console executing thelogic of FIG. 3 or other users being associated with a location at whichthe game console is disposed. Identification of potential friends mayalso be based on identification of Bluetooth or NFC signals from theother user's device. Those signals may even be processed using areceived signal strength indication (RSSI) algorithm to identify adistance from which the signal(s) emanated to then determine whether theidentified distance is within a threshold distance for recommendingpotential friends. Comparisons of location coordinates from respectivedevices may also be used to determine if the first user and another userare in the same room, building, proximity, etc. and hence whether torecommend the other user as a potential friend based on being in thesame room, building, proximity, etc. as the first user. Still further,potential friends may be identified based on user/game profileinformation received directly from those users' respective devices,which may then be compared against a list of users of a particular brandor type of game console to recommend potential friends if they areincluded on the list. Even further, potential friends may be identifiedbased on those potential friends previously playing video games, usingtheir respective profiles, with a current friend of the user.

The logic of FIG. 3 may the move to block 314 where, responsive toreceipt of a command to add one or more potential friends as friends ofthe first user, the logic may add the potential friend(s) as friends ofthe first user, such as adding them to a friends list for the first userfor the first user to then engage in a video game also played by the newfriend, for communicating through a particular gaming platform orcommunication channel with the new friend, etc. In some embodiments, thecommand may be received at a selector presented on the displayaccessible to the game console or one presented on a display of thefirst user's personal device.

The logic of FIG. 3 may next proceed to block 316, where, based onidentification of the first user at block 302 or block 304, the logicmay control an environment in which the first user is identified aslocated. For instance, the game console may be connected via the Wi-Finetwork to other devices within a home in an Internet of thingsenvironment, and hence the game console may control the output levels oflights in the room to suit the first user's specified lightingpreference(s). Based on one or more of the first user's specifiedpreferences, still other features within the environment may becontrolled by the game console as well, such as blinds, drapes, orshades that are within the environment being opened or closed, and suchas headphones, speakers or a VR headset being turned on. A climatecontrol system or thermostat may also be controlled by the game console,such as to set the room in which the first user is disposed to aparticular temperature based on the first user's preference. Stillfurther, the game console may even actuate a fan on the game consoleitself or an air conditioning unit in the building for cooling the roomin which the game console is disposed to thus cool the game console iftemperature of the game console is identified as reaching a temperaturethreshold.

It is to be understood that the action(s) taken at block 316 may betaken responsive to identification of the first user, responsive to login of the first user at block 306, responsive to the first user startingto play a game on the game console executing the logic of FIG. 3 orotherwise providing input thereto, etc.

From block 316 the logic may next move to block 318 where the logic mayprovide one or more reminders to the first user at an appropriate time.For instance, the first user may have previously provided a command atthe game console executing the logic of FIG. 3 or another game consoleto be reminded about an upcoming event. The reminder and/or associateddata determined based on the received command may then be associatedwith the first user's game profile information so that when the firstuser is identified and logged in to the game console executing the logicof FIG. 3 (such as at block 306), the reminder information may beaccessed and the game console may provide the reminder at theappropriate time. For instance, the first user may wish to be providedwith a reminder to stop playing a video game at a particular timebecause of an upcoming appointment, or a reminder to stop playing avideo game within a prescribed time period or at a particular time sothat a particular television show specified by the first user may bewatched.

From block 318 the logic of FIG. 3 may next proceed to block 320. Atblock 320 the logic may present content or adjust content beingpresented under control of the game console based on people identifiedas being proximate to the game console or within a room in which thegame console is disposed. The people may be identified based voicesdetected (such as at block 304) using input a microphone incommunication with the game console, and/or based on facial recognitionusing images of the people gathered by a camera in communication withthe game console. The people may be identified by name and specificinformation related to each person may also be determined. Additionallyor alternatively, the people at the location may simply be identifiedbased on characteristics such as age, gender, height, etc. that may beidentified from the voice input or images by executing voice or objectcharacteristic processing algorithms, respectively, thereon to identifythe characteristics of the people.

For instance, the game console may determine the age of people in theroom and adjust content based on that so that content up to only acertain age level is presented that matches the lowest age level of aperson in the room. E.g., if children are identified as being in theroom, R-rated content in an electronic store or gaming content rated MAmay not be presented, but instead only G-rated content may be presented.In some embodiments, the content of a game currently being played usingthe game console may itself be altered, such as not presenting images ofthe game with as much blood and graphic detail as would otherwise bepresented if no children were identified as being present in the room.In another example, responsive to one or more children being detected asbeing present, the game console may provide a notification to a userthat the children are present and prompt the user to change contentbeing presented and/or stop playing a graphic video game entirely. Instill another example, if the game console detects a person of a certaingender as being present, the game console may recommend content tailoredor profiled to that gender or otherwise associated therewith.

Still further, if the game console detects plural people in the roomwhich the game console identifies as having common interests, contentmay be identified and/or presented that is associated with or profiledfor the common interest(s). The common interests may be identified basedon a comparison of respective gaming profile information for each personindicating respective interests of each person to thus identify commoninterests, where the gaming profile information may be identified basedon data received at block 302, identification of one or more users atblock 304, etc. If one or more people are detected as being present atthe location but are unidentifiable, the existence of those people maybe disregarded for the purposes of presenting or adjusting content atblock 320 and only the common interests of recognized people may beused.

Reference is now made to FIG. 4, which shows logic that may be executedby a server in accordance with present principles. Beginning at block400, the logic receives user and/or gaming profile information from agame console, such as one undertaking the logic of FIG. 3 discussedabove. Also at block 400, the logic may receive biometric data gatheredor received by the game console itself. The logic may next move to block402, where the logic may identify and authenticate one or more usersbased on the information or data received at block 400. For instance,the logic may authenticate a user ID and password received at block 400,and/or may authenticate a user based on biometric data received at block400.

From block 402 the logic may proceed to block 404 where the logic maytransmit an indication that authentication has been successful (assumingit is successful), along with user/profile information for theauthenticated user that may be stored at or accessible to the server.The logic may then conclude at block 406 where the logic may coordinatethe addition of friends for one or more users in accordance with presentprinciples. For instance, the logic may transmit information that twopeople are in the same location and are both users of a particular gameconsole, and then coordinate the addition of one to the other's friend'slist and vice versa.

FIG. 5 shows an example user interface (UI) 500 presentable on thedisplay of a device undertaking present principles, such as a displaycontrolled by a device undertaking the logic of FIG. 2 or of FIG. 3. TheUI 500 includes a list 502 of potential friends that a user may wish toconnect with and/or add as his or her friend. Each potential friend isselectable using a respective check box 504, and then selector 506 maybe selected to automatically without further user input add the selectedpotential friends as friends of the user. For example, the selectedpotential friends may be added to a friends list of the user.

FIG. 6 shows a UI 600 for configuring settings of a device that mayexecute the logic of FIG. 2. The UI 600 includes a first setting 602enableable responsive to selection of check box 604 to allow potentialfriends and game consoles to “discover” the user by communicating withthe user's device over a LAN in accordance with present principles.Thus, setting 602 may be enableable to permit other people's devices toidentify a user as a potential friend to add based on communication overa particular password-protected network, based on the user beingassociated with a particular type or brand of game console, and/or basedon the user being at the same location as another person.

The UI 600 may also include a second setting 606 for configuring thedevice or a game console in communication therewith to load certaintypes of content and information at the game console once a user hasbeen logged in based on communication over a LAN as described above.Example types 608 include information for a particular video game,profile information associated with the user, personalized electronicstore information, movie Internet streaming account information, andhome screen information for a home screen to be presented using the gameconsole. Each of the types 608 may be enabled for presentationresponsive to selection of respective check boxes 610 for each type 608.

The UI 600 also shows an option 612 enableable based on selection ofradio button 614 to save data pertaining to the user at new consoleswith which the user logs in and engages, such as one to whichuser/gaming profile information is transmitted over a LAN at block 210described above. Thus, for instance, when option 612 is enabled, a userthat has logged out of or stopped playing at a particular game consolethrough which the user was identified and logged in over a LAN may laterlog back in to that console to continue playing games even without theuser's personal device again communicating with the game console overthe LAN to log the user in again.

As may also be appreciated from FIG. 6, the UI 600 may include an option616 enableable based on selection of radio button 618 to automaticallylaunch an application such as the one discussed above in reference toblock 208 if a game console other than one already associated with theuser is detected, such as one detected as communicating over the sameLAN as the device. In addition to or in lieu of the foregoing, theoption 616 may be enableable to automatically launch the applicationwhen the device connects to a (e.g., new) LAN.

FIG. 7 shows a UI 700 for configuring settings of a device that mayexecute the logic of FIG. 3, such as a game console. The UI 700 includesa first setting 702 enableable based on selection of check box 704 tolog users in to the game console, to a network, and/or to a server usinginformation communicated to the game console over a LAN. The UI 700 alsoincludes a second setting 706 enableable based on selection of check box708 to log a user in to the game console, network, and/or server usingbiometric information identified from the user in accordance withpresent principles.

Additionally, the UI 700 may include a selector 710 selectable toautomatically launch a biometric calibration program and/or present abiometric calibration UI that may be used to configure biometricidentification of the user. For instance, the user may be prompted tosay certain phrases during biometric calibration so that voicecharacteristics of the user may later be identified based on his or hervoice.

The UI 700 may also include a setting 712 enableable based on selectionof check box 714 to recommend potential friends of a user at the gameconsole when they are identified in accordance with present principles.Still further, a setting 716 enableable based on selection of check box718 may be included to transmit presence and/or beacon signals from thegame console in accordance with present principles.

FIG. 7 also shows that a setting 720 may be included on the UI 700 thatlists characteristics 722 of people for which content should bepresented and/or adjusted as described herein. Examples of suchcharacteristics include age, gender, and common interests, and eachcharacteristic 722 may be selected based on selection of a respectivecheck boxes 724 for each characteristic 722.

The UI 700 may also include an option 726 enableable based on selectionof radio button 728 to allow for reminders to be presented using thegame console in accordance with present principles, such as for a userto stop playing a video game because of an upcoming time or event. Last,the UI 700 may include an option 730 enableable based on selection ofradio button 732 for the game console to automatically adjust anenvironment in which it is disposed based on user preference inaccordance with present principles.

Although not shown for clarity, in some embodiments features of the UI600 may be presented as part of the UI 700 and vice versa. For instance,the UI 700 may include a setting similar to the setting 606 along withcorresponding elements similar to the elements 608 and 610.

It is to be understood that a video game console in accordance withpresent principles, in addition to executing logic and performing theactions discussed above, may also use a camera on or in communicationwith it to capture moments identified as memorable using a camera. Forinstance, a parent could use a feature on the application(s) discussedherein to access a live feed or stored video from the camera to see whathis or her children are/were doing in the room in which the game consoleis disposed while the parent is away. The parent may also access a realtime feed or stored video of a video game being played using the gameconsole. As another example, a person could access a live feed or storedvideo showing a party at a location in which the game console isdisposed.

It will be appreciated that whilst present principals have beendescribed with reference to some example embodiments, these are notintended to be limiting, and that various alternative arrangements maybe used to implement the subject matter claimed herein.

What is claimed is:
 1. An assembly, comprising: at least one processorof a computer video console programmed with instructions executable to:receive data at the computer video console over a computer network froma friend device of at least a first participant associated with firstparticipant profile information; present at least one selector on adisplay that is selectable to add the first participant to a participantfriends list, the participant friends list comprising identifications ofpotential friends with whom a user can connect and being presented onthe display; and responsive to selection to add the first participant tothe participant friends list, automatically and without requiring thefirst participant to manually log on to the computer video console,configure the computer video console at least in part using informationin the first participant profile information, wherein configuring thecomputer video console at least in part using information in the firstparticipant profile comprises at least one of personalizing electronicstore information associated with the first participant, accessing movieInternet streaming account information associated with the firstparticipant, configuring a home screen of the console, presentinginformation for a particular video game.
 2. The assembly of claim 1,wherein the instructions are executable by the at least one processorto: connect to the computer network; and execute an application tocommunicate with the computer video console over the computer network toprovide the participant profile information to the computer videoconsole.
 3. The assembly of claim 2, wherein the instructions areimplemented by an application provided by a manufacturer of the computervideo console.
 4. The assembly of claim 2, wherein the network is alocal area network (LAN) and the instructions are executable by the atleast one processor to: responsive to connection to the LAN and withoutrequiring intervening user input, execute the application to communicatewith the computer video console over the LAN to provide the participantprofile information to the computer video console.
 5. The assembly ofclaim 2, wherein the instructions are executable by the at least oneprocessor to: responsive to receipt of a signal from a transmittercontrolled by the computer video console, execute the application tocommunicate with the computer video console over the LAN to provide theparticipant profile information to the computer video console.
 6. Theassembly of claim 1, wherein the first participant profile informationcomprises a gaming profile identifier.
 7. The assembly of claim 6,wherein the first participant profile information comprises a gamingprofile password.
 8. The assembly of claim 1, wherein the firstparticipant profile information is usable to access gaming profile datastored remotely from the computer video console.
 9. The assembly ofclaim 1, wherein the computer network is a password-protected Wi-Finetwork, and wherein the processor is programmed with instructions toauthenticate to the password-protected Wi-Fi network using a password tosubsequently communicate with the computer video console over thepassword-protected Wi-Fi network.
 10. A computer video console,comprising; at least one processor; at least one computer readablestorage medium that is not a transitory signal and that comprisesinstructions executable by at least one processor to: receive data overa computer network from a first device of at least a first participantassociated with first participant profile information; present at leastone selector on a display that is selectable to add the firstparticipant to a participant friends list, the participant friends listcomprising identifications of friends with whom a user can connect andbeing presented on the display; and responsive to selection to add thefirst participant to the participant friends list, automatically andwithout requiring the first participant to manually log on to thecomputer video console, configure the computer video console at least inpart using information in the first participant profile informationwherein configuring the computer video console at least in part usinginformation in the first participant profile comprises at least one ofpersonalizing electronic store information associated with the firstparticipant, accessing movie Internet streaming account informationassociated with the first participant, configuring a home screen of theconsole, presenting information for a particular video game.
 11. Thecomputer video console of claim 10, wherein the instructions areexecutable by the at least one processor to: log in the firstparticipant using the participant information.
 12. The computer videoconsole of claim 11, wherein the first participant is logged in to thecomputer video console.
 13. The computer video console of claim 11,wherein the first participant is logged in to at least one of a gamingnetwork and a server, and wherein the gaming network is different fromthe computer network.
 14. The computer video console of claim 10,wherein the instructions are executable by the at least one processorto: present data related to the first user on a display accessible tothe computer video console.
 15. The computer video console of claim 14,wherein the instructions are executable by the at least one processorto: present a selector on the display that is selectable to add thefirst participant as a friend of a second user, the second userassociated with the computer video console.
 16. A method, comprising: ata computer video console, receiving data over a computer network from afirst device of at least a first participant associated with firstparticipant profile information; presenting at least one selector on adisplay that is selectable to add the first participant to a participantfriends list, the participant friends list comprising identifications offriends with whom a user can connect and being presented on the display;and responsive to selection to add the first participant to theparticipant friends list, automatically and without requiring the firstparticipant to manually log on to the computer video console,configuring the computer video console at least in part usinginformation in the first participant profile information whereinconfiguring the computer video console at least in part usinginformation in the first participant profile comprises at least one ofpersonalizing electronic store information associated with the firstparticipant, accessing movie Internet streaming account informationassociated with the first participant, configuring a home screen of theconsole, presenting information for a particular video game.
 17. Thefirst method of claim 16, comprising: connecting to the computernetwork; and executing an application to communicate with the computervideo console over the computer network to provide the gaming profileinformation to the computer video console.
 18. The method of claim 16,wherein the instructions are implemented by an application associatedwith a manufacturer of the computer video console.
 19. The method ofclaim 16, comprising: responsive to receipt of a signal from atransmitter controlled by the computer video console and withoutrequiring intervening user input, executing an application tocommunicate with the computer video console over the computer network toprovide the first participant profile information to the computer videoconsole.